For PNG export I meant the entire map (all screens) as a single PNG.So it's easy to show off your work on the web.eg. Something like this.

Before I was thinking it will be a problem to export a big map.But now set maximum export size to 32x32 screen = 8192x7680 pixels,it's possible to do that,So this is a quick update and first update this year:Update04:version 0.1b Add function to export entire map to one png file.

Ideally it would just use the bounds of the non-empty screens rather than a fixed size.

Yes that's the way it works now.

Actually it seems the problem is that it always expands the bounds to include screen 0,0 even if it is empty.

Tried using in linux but the tiles all just render as solid yellow (screenshot), both in canvas and tileset view.Same result under native love and running the windows executable version in wine.Using Xubuntu 15.10 with Radeon 7850 and open source ati driver.

Ideally it would just use the bounds of the non-empty screens rather than a fixed size.

Yes that's the way it works now.

Actually it seems the problem is that it always expands the bounds to include screen 0,0 even if it is empty.

Ok, I know what's the problem now and it has been fix in version v0.1d

surt wrote:

Tried using in linux but the tiles all just render as solid yellow (screenshot), both in canvas and tileset view.Same result under native love and running the windows executable version in wine.Using Xubuntu 15.10 with Radeon 7850 and open source ati driver.

To check this: I've install virtual box on windows 10 and install Xbuntu 15.10 64bit, after choose from different driver, it works,So that's I think is video driver problem, NiGo-CHR using canvas and shader, can be problem on some old hardware or some driver....

Any progess on PNG tile import?The inbuilt pixel editing tools are too limited for me to do any serious pixel work within NiGo-CHR itself, so being able to easily import from a full featured pixel editor is important for me.

Any progess on PNG tile import?The inbuilt pixel editing tools are too limited for me to do any serious pixel work within NiGo-CHR itself, so being able to easily import from a full featured pixel editor is important for me.

It's a little difficult but I finally get this done today, and it will be in version 0.2.Import method:1.Drop a .png file on this program will replace current tileset page.2.Use png alpha as color 0.3.Any color not in FC/NES color palette will set as color 1, you need to use standard RGB value of FC/NES color.4.Only first 3 colors will recognize in every 8x8 area, other colors will treat as color 1.

I had put most of these tools in it before, also before NiGo-CHR I've wrote another pixel editor. But because I feel it's not mature and also , I take them out.And with my limited pixel art experience, these tools are not 'must have' in small size pixel area...Anyway I still considering add these function in future version.

All screens of a map always uses the same four palettes don't they?In that case I would think it best to do as NESST does and import/export a 16 colour indexed image with each of the four palettes stored sequentially.

Update07:version 0.21.Love2D Engine change from 0.92 to 0.10.0, so if you using .love you need to install Love2D 0.10.0.2.Import tile set when drag and drop a .png file in.3.Fix some bugs about pixel selection.Still there are some small problems that I did't fixed, But since I will be busy next two weeks, so I want to release version 0.2 for people to testing import function.

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